Files
2026-02-21 16:45:37 +08:00

136 lines
2.5 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Warps/Globe")]
public class MegaGlobeWarp : MegaWarp
{
public float dir = -90f;
public float dir1 = -90f;
public MegaAxis axis;
public MegaAxis axis1 = MegaAxis.Z;
private Matrix4x4 mat = default(Matrix4x4);
public bool twoaxis = true;
private Matrix4x4 tm1 = default(Matrix4x4);
private Matrix4x4 invtm1 = default(Matrix4x4);
public float r;
public float r1;
public float radius = 10f;
public bool linkRadii = true;
public float radius1 = 10f;
public override string WarpName()
{
return "Globe";
}
public override string GetHelpURL()
{
return "?page_id=3752";
}
public override Vector3 Map(int i, Vector3 p)
{
if (r == 0f)
{
return p;
}
p = tm.MultiplyPoint3x4(p);
Vector3 a = p;
float magnitude = p.magnitude;
float t = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
float x = p.x;
float y = p.y;
float num = y / r;
float num2 = Mathf.Cos((float)Math.PI - num);
float num3 = Mathf.Sin((float)Math.PI - num);
float x2 = r * num2 + r - x * num2;
p.x = x2;
float y2 = r * num3 - x * num3;
p.y = y2;
p = Vector3.Lerp(a, p, t);
p = invtm.MultiplyPoint3x4(p);
if (twoaxis)
{
p = tm1.MultiplyPoint3x4(p);
x = p.x;
y = p.y;
num = y / r1;
num2 = Mathf.Cos((float)Math.PI - num);
num3 = Mathf.Sin((float)Math.PI - num);
x2 = r1 * num2 + r1 - x * num2;
p.x = x2;
y2 = r1 * num3 - x * num3;
p.y = y2;
p = Vector3.Lerp(a, p, t);
p = invtm1.MultiplyPoint3x4(p);
}
return p;
}
private void Calc()
{
tm = base.transform.worldToLocalMatrix;
invtm = tm.inverse;
mat = Matrix4x4.identity;
tm1 = tm;
invtm1 = invtm;
switch (axis)
{
case MegaAxis.X:
MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f);
break;
case MegaAxis.Y:
MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f);
break;
}
MegaMatrix.RotateY(ref mat, (float)Math.PI / 180f * dir);
SetAxis(mat);
mat = Matrix4x4.identity;
switch (axis1)
{
case MegaAxis.X:
MegaMatrix.RotateZ(ref mat, (float)Math.PI / 2f);
break;
case MegaAxis.Y:
MegaMatrix.RotateX(ref mat, -(float)Math.PI / 2f);
break;
}
MegaMatrix.RotateY(ref mat, (float)Math.PI / 180f * dir1);
Matrix4x4 inverse = mat.inverse;
tm1 = mat * tm1;
invtm1 *= inverse;
r = 0f - radius;
if (linkRadii)
{
r1 = 0f - radius;
}
else
{
r1 = 0f - radius1;
}
}
public override bool Prepare(float decay)
{
Calc();
totaldecay = Decay + decay;
if (totaldecay < 0f)
{
totaldecay = 0f;
}
return true;
}
}